Well fuck, that looks brilliant! Let us pre-order a digital copy mate!

I think it just looks and feels really, really good! I would work some on game design elements though, I hope you nail that down before release, I think you have the looks nailed (and the music is awesome too!), but you could tweak the game itself a whole bunch for perfection. You have a brute diamond in your hands, keep polishing it til it's shiny and amazing!

Things I would suggest (that you might be aware of already, so sorry if I sound like a broken record)

- Weapon powerups should make weapon noticeably different in looks and range. So far it looks like maybe its power/rate is affected? But it's always a straight laser shot. Would be good to get something wider, or beam-y, or scatter-y, dunno, some variety not only in how it looks, but how it works besides "it inflicts more damage". A wide spreading weapon changes the way you deal with attack waves, for example.

- Level design. Some sections of the demo seem a bit empty, some too packed. Would go for an average!

- Enemies. I noticed near the end there were some enemies that shot a lot and no matter how much you shot them, they didn't die. I remember this from Reshoot, there were some impossibly tough enemies that weren't bosses. I would tone that down, especially if they are firing a wide bullet array. Making a game hard as nails is a good thing, especially on a shmup, but this is just a bit unbalanced, this kind of enemy looked unfair instead of hard.

Again these are just opinions from a moron on a forum after seeing a video, feel free to disregard, but do not take them negatively, it comes from excitement about the game you will deploy to us in the future!

Keep up the great work and keep us posted with progress

(I also was wondering what was up with the video, seems like it's stuttering. No idea why.)

You know Akira; these were exact my thoughts when I watched the video this morning but have been too busy to give feedback:

Quote:

Originally Posted by Akira

- Weapon powerups should make weapon noticeably different in looks and range. So far it looks like maybe its power/rate is affected? But it's always a straight laser shot. Would be good to get something wider, or beam-y, or scatter-y, dunno, some variety not only in how it looks, but how it works besides "it inflicts more damage". A wide spreading weapon changes the way you deal with attack waves, for example.

- Enemies. I noticed near the end there were some enemies that shot a lot and no matter how much you shot them, they didn't die. I remember this from Reshoot, there were some impossibly tough enemies that weren't bosses. I would tone that down, especially if they are firing a wide bullet array. Making a game hard as nails is a good thing, especially on a shmup, but this is just a bit unbalanced, this kind of enemy looked unfair instead of hard.

First of all thanks a lot for sharing your impressions. Glad most of you like what they see.

Please keep in mind that this is just a glimpse of an alpha version. I knocked out the attack patterns basically in the night before RESHOOT Rs debut at gamescom; prior to that I almost solely worked on the engine.

Therefore, let me share some of my plans with you:

- There will be no attackers which are impossible to beat; maybe they need a bigger weapon though.
- There will be some bosses, too.
- Also a highscore table save function.
- The foggy thing, that Akira loves so much, will stay in there and will be accompanied by some additional visual effects.
- The game will feel faster than what can be seen in the video, and it will run totally fluent.

@all: Thanks for your suggestions regarding digital distribution. All options are still on the cards; I like the idea of bundling the original Reshoot with Reshoot R.

@eXeler0: Not sure how you could estimate the quality of gameplay of RR, except if you played the prototype at gamescom :-) If not, please come over to Amiga32 and play Reshoot R there. Thanks for your kind words anyway, and for spending some money on the original Reshoot!

@all: Thanks for your suggestions regarding digital distribution. All options are still on the cards; I like the idea of bundling the original Reshoot with Reshoot R.

@eXeler0: Not sure how you could estimate the quality of gameplay of RR, except if you played the prototype at gamescom :-) If not, please come over to Amiga32 and play Reshoot R there. Thanks for your kind words anyway, and for spending some money on the original Reshoot!

Well I chose my words poorly, I have not played it but I meant with respect to how you can pick up power ups and therefore attack enemies in a different manner .. more variation ion strategy if you like.
First Reshoot was very... "samey" ;-)